Firelock ECS + some other stuff. (#8366)
* firelock rejig * dont error failed resolves * fix * less resolves * switch fire and pressure messages * update Co-authored-by: wrexbe <wrexbe@protonmail.com>
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@@ -1,103 +1,35 @@
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Doors.Systems;
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using Content.Shared.Doors.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Doors.Components
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{
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/// <summary>
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/// Companion component to ServerDoorComponent that handles firelock-specific behavior -- primarily prying,
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/// and not being openable on open-hand click.
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/// Companion component to <see cref="DoorComponent"/> that handles firelock-specific behavior, including
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/// auto-closing on depressurization, air/fire alarm interactions, and preventing normal door functions when
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/// retaining pressure..
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/// </summary>
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[RegisterComponent]
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public sealed class FirelockComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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/// <summary>
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/// Pry time modifier to be used when the firelock is currently closed due to fire or pressure.
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/// </summary>
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/// <returns></returns>
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[DataField("lockedPryTimeModifier")]
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[DataField("lockedPryTimeModifier"), ViewVariables(VVAccess.ReadWrite)]
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public float LockedPryTimeModifier = 1.5f;
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[DataField("autocloseDelay")] public TimeSpan AutocloseDelay = TimeSpan.FromSeconds(3f);
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public bool EmergencyPressureStop()
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{
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var doorSys = EntitySystem.Get<DoorSystem>();
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if (_entMan.TryGetComponent<DoorComponent>(Owner, out var door) &&
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door.State == DoorState.Open &&
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doorSys.CanClose(Owner, door))
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{
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doorSys.StartClosing(Owner, door);
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/// <summary>
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/// Maximum pressure difference before the firelock will refuse to open, in kPa.
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/// </summary>
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[DataField("pressureThreshold"), ViewVariables(VVAccess.ReadWrite)]
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public float PressureThreshold = 20;
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// Door system also sets airtight, but only after a delay. We want it to be immediate.
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if (_entMan.TryGetComponent(Owner, out AirtightComponent? airtight))
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{
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EntitySystem.Get<AirtightSystem>().SetAirblocked(airtight, true);
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}
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return true;
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}
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return false;
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}
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public bool IsHoldingPressure(float threshold = 20)
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{
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var transform = _entMan.GetComponent<TransformComponent>(Owner);
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if (transform.GridUid is not {} gridUid)
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return false;
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var atmosphereSystem = _entMan.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
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var transformSystem = _entMan.EntitySysManager.GetEntitySystem<TransformSystem>();
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var position = transformSystem.GetGridOrMapTilePosition(Owner, transform);
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var minMoles = float.MaxValue;
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var maxMoles = 0f;
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foreach (var adjacent in atmosphereSystem.GetAdjacentTileMixtures(gridUid, position))
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{
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var moles = adjacent.TotalMoles;
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if (moles < minMoles)
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minMoles = moles;
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if (moles > maxMoles)
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maxMoles = moles;
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}
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return (maxMoles - minMoles) > threshold;
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}
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public bool IsHoldingFire()
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{
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var atmosphereSystem = _entMan.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
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var transformSystem = _entMan.EntitySysManager.GetEntitySystem<TransformSystem>();
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var transform = _entMan.GetComponent<TransformComponent>(Owner);
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var position = transformSystem.GetGridOrMapTilePosition(Owner, transform);
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// No grid, no fun.
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if (transform.GridUid is not {} gridUid)
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return false;
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if (atmosphereSystem.GetTileMixture(gridUid, null, position) == null)
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return false;
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if (atmosphereSystem.IsHotspotActive(gridUid, position))
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return true;
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foreach (var adjacent in atmosphereSystem.GetAdjacentTiles(gridUid, position))
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{
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if (atmosphereSystem.IsHotspotActive(gridUid, adjacent))
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return true;
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}
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return false;
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}
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/// <summary>
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/// If true, and if this door has an <see cref="AtmosAlarmableComponent"/>, then it will only auto-close if the
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/// alarm is set to danger.
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/// </summary>
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[DataField("alarmAutoClose"), ViewVariables(VVAccess.ReadWrite)]
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public bool AlarmAutoClose = true;
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}
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}
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